HoloprojStreaming/Assets/DepthOnlyShader.shader

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Shader "Custom/DepthOnly"
{
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float depth : TEXCOORD0;
float4 pos2 : TEXCOORD2;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// o.depth = (o.pos.z + 1.) / 2. / o.pos.w;
// o.depth = (o.pos.z + 1.) / 2.;
o.depth = o.pos.z;
// o.depth = o.pos.z/ o.pos.w ;
//o.depth = mul(UNITY_MATRIX_M, v.vertex).x;
// o.pos2 = o.pos;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// ****We had to change Unity's color space to Gamma such that it doesn't add its own gamma correction,
// for this to work *******
return fixed4(i.depth, i.depth, i.depth, 1.0);
// Output depth as grayscale
// return fixed4((i.depth), (i.depth), (i.depth), 1.0);
// return fixed4(
// (i.pos2.x) * .5 + .5,
// (i.pos2.x) * .5 + .5,
// (i.pos2.x) * .5 + .5, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}